Supporting Mobile Mixed-Reality Experiences
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Tesis Doctoral
De lo virtual a lo físico: expandiendo las fronteras entre arte y vida a través de los juegos digitales emersivos Samuel Gallastegui González Directora de tesis: Cristina Miranda de Almeida de Barros Programa de doctorado: Investigación y Creación en Arte 2006/2008 Tesis presentada y defendida en 2016 Departamento de Arte y Tecnología Universidad del País Vasco - Euskal Herriko Unibertsitatea iii Agradecimientos Han pasado muchos años desde que apareció en mi mente la primera intuición de lo que iba a ser esta tesis. Desde entonces, el proceso ha sido largo e intermitente, pero en él he contado, por suerte, con la compañía de Cristina Miranda de Almeida, que además de ser una gran amiga, es una profesional brillante que siempre me ha proporcionado las indicaciones precisas para orientarme en lo más oscuro y frondoso del bosque de ideas. Me siento muy agradecido por los consejos acertadísimos, la inspiración continua y la libertad intelectual que me ha dado para realizar esta tesis. Quiero dar las gracias, también, a otros académicos que han aportado al proceso: a la profesora de la Universitat Politècnica de València Mau Monleón, por haber organizado una conferencia para dar a conocer Hey Planet!; a los profesores de la Universidad del País Vasco – Euskal Herriko Unibetsitatea Rafa Calderón, Juan Crego, Ander González, Rita Sixto y Patxi Urquijo, que me cedieron su espacio lectivo para divulgar Hey Planet! entre los alumnos; a Josu Rekalde, Catedrático de Bellas Artes, por sus aportaciones conceptuales; y a Benjamín Tejerina, Catedrático de Sociología, por su valiosa contribución a la confección del cuestionario. Debo agradecer a los miembros de Arsgames la experiencia lúdica que compartimos en las calles de Madrid, la cual me ayudó a sintetizar y encauzar muchas ideas de esta tesis doctoral. -
A Literature Review Abstract Using the Alternate Reality Game (ARG)
Alternate Reality Game in Education: A Literature Review Xiao Hu1 Hongzhi Zhang Zane Ma Rhea Faculty of Education, Monash University, Melbourne Abstract Using the Alternate Reality Game (ARG) game type to improve non-game products is more and more popular in the 21st century. However, as an important field of ARG implementation, the usage of ARG in education area is still at its early stage. This paper seeks to provide an overview of current research about the implementation of ARG in the educational field, as well as make a general conclusion of how ARG techniques can benefit the education context. The authors undertook a literature review that systematically examined the general development trend of educational ARG implementation from the perspectives of timeline and by field of education. By bringing together previously separate and disparate literature, this paper contributes to providing new understanding of this emergent area of gamification research. In the final section, we discuss our findings and propose some challenges to be faced in the future for gamificatiojn in general and for the AGR game type in particular. Key words Alternate Reality Game (ARG), educational ARG, gamification Introduction Gamification is a newly emerging area of academic research. The term first appears in 2008, and then shows a widespread adoption after 2012 (Dicheva et al., 2015). As a newly emerging research topic, the development of gamification theories are still occurring. In fields such as business, education, and public service, gamification is being regarded as an effective tool to reinforce participants’ motivation, and to improve productivity. However, as the development of gamification is still in its infancy, it is necessary for researchers to have an awareness of the larger picture of the evolution of gamification. -
4010, 237 8514, 226 80486, 280 82786, 227, 280 a AA. See Anti-Aliasing (AA) Abacus, 16 Accelerated Graphics Port (AGP), 219 Acce
Index 4010, 237 AIB. See Add-in board (AIB) 8514, 226 Air traffic control system, 303 80486, 280 Akeley, Kurt, 242 82786, 227, 280 Akkadian, 16 Algebra, 26 Alias Research, 169 Alienware, 186 A Alioscopy, 389 AA. See Anti-aliasing (AA) All-In-One computer, 352 Abacus, 16 All-points addressable (APA), 221 Accelerated Graphics Port (AGP), 219 Alpha channel, 328 AccelGraphics, 166, 273 Alpha Processor, 164 Accel-KKR, 170 ALT-256, 223 ACM. See Association for Computing Altair 680b, 181 Machinery (ACM) Alto, 158 Acorn, 156 AMD, 232, 257, 277, 410, 411 ACRTC. See Advanced CRT Controller AMD 2901 bit-slice, 318 (ACRTC) American national Standards Institute (ANSI), ACS, 158 239 Action Graphics, 164, 273 Anaglyph, 376 Acumos, 253 Anaglyph glasses, 385 A.D., 15 Analog computer, 140 Adage, 315 Anamorphic distortion, 377 Adage AGT-30, 317 Anatomic and Symbolic Mapper Engine Adams Associates, 102 (ASME), 110 Adams, Charles W., 81, 148 Anderson, Bob, 321 Add-in board (AIB), 217, 363 AN/FSQ-7, 302 Additive color, 328 Anisotropic filtering (AF), 65 Adobe, 280 ANSI. See American national Standards Adobe RGB, 328 Institute (ANSI) Advanced CRT Controller (ACRTC), 226 Anti-aliasing (AA), 63 Advanced Remote Display Station (ARDS), ANTIC graphics co-processor, 279 322 Antikythera device, 127 Advanced Visual Systems (AVS), 164 APA. See All-points addressable (APA) AED 512, 333 Apalatequi, 42 AF. See Anisotropic filtering (AF) Aperture grille, 326 AGP. See Accelerated Graphics Port (AGP) API. See Application program interface Ahiska, Yavuz, 260 standard (API) AI. -
A Survey Full Text Available At
Full text available at: http://dx.doi.org/10.1561/0600000083 Publishing and Consuming 3D Content on the Web: A Survey Full text available at: http://dx.doi.org/10.1561/0600000083 Other titles in Foundations and Trends R in Computer Graphics and Vision Crowdsourcing in Computer Vision Adriana Kovashka, Olga Russakovsky, Li Fei-Fei and Kristen Grauman ISBN: 978-1-68083-212-9 The Path to Path-Traced Movies Per H. Christensen and Wojciech Jarosz ISBN: 978-1-68083-210-5 (Hyper)-Graphs Inference through Convex Relaxations and Move Making Algorithms Nikos Komodakis, M. Pawan Kumar and Nikos Paragios ISBN: 978-1-68083-138-2 A Survey of Photometric Stereo Techniques Jens Ackermann and Michael Goesele ISBN: 978-1-68083-078-1 Multi-View Stereo: A Tutorial Yasutaka Furukawa and Carlos Hernandez ISBN: 978-1-60198-836-2 Full text available at: http://dx.doi.org/10.1561/0600000083 Publishing and Consuming 3D Content on the Web: A Survey Marco Potenziani Visual Computing Lab, ISTI CNR [email protected] Marco Callieri Visual Computing Lab, ISTI CNR [email protected] Matteo Dellepiane Visual Computing Lab, ISTI CNR [email protected] Roberto Scopigno Visual Computing Lab, ISTI CNR [email protected] Boston — Delft Full text available at: http://dx.doi.org/10.1561/0600000083 Foundations and Trends R in Computer Graphics and Vision Published, sold and distributed by: now Publishers Inc. PO Box 1024 Hanover, MA 02339 United States Tel. +1-781-985-4510 www.nowpublishers.com [email protected] Outside North America: now Publishers Inc. -
Research Article Kioskar: an Augmented Reality Game As a New Business Model to Present Artworks
Hindawi Publishing Corporation International Journal of Computer Games Technology Volume 2016, Article ID 7690754, 12 pages http://dx.doi.org/10.1155/2016/7690754 Research Article KioskAR: An Augmented Reality Game as a New Business Model to Present Artworks Yoones A. Sekhavat Faculty of Multimedia, Tabriz Islamic Art University, Hakim Nezami Square, Azadi Boulevard, Tabriz, East Azerbaijan 51647-36931, Iran Correspondence should be addressed to Yoones A. Sekhavat; [email protected] Received 26 October 2015; Revised 28 January 2016; Accepted 21 February 2016 Academic Editor: Ali Arya Copyright © 2016 Yoones A. Sekhavat. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. This paper presents the architecture of KioskAR, which is a pervasive game implemented using augmented reality (AR). This game introduces a new business model that makes it possible for players to present their artworks in virtual kiosks using augmented reality, while they are having fun playing the game. In addition to competition between the players in the game, this game requires social interaction between players to earn more points. A user study is conducted to evaluate the sense of presence and the usability of the application. The results of experiments show that KioskAR can achieve a high level of usability as well as sense of presence. 1. Introduction where an object resides in order to play the game. This is an important advantage of pervasive games that is not possible Recent years have witnessed a widespread success of com- in traditional computer games [5]. -
Movement Empowerment in Mixed-Reality Trampoline Games
Movement Empowerment in Mixed-Reality Trampoline Games Lauri Lehtonen School of Science Thesis submitted for examination for the degree of Master of Science in Technology. Espoo 27.05.2019 Supervisor Prof. Perttu Hämäläinen Advisors Dr Max D. Kaos Dr Raine Kajastila Copyright ⃝c 2019 Lauri Lehtonen Aalto University, P.O. BOX 11000, 00076 AALTO www.aalto.fi Abstract of the master’s thesis Author Lauri Lehtonen Title Movement Empowerment in Mixed-Reality Trampoline Games Degree programme Information Networks Major Media Code of major SCI3047 Supervisor Prof. Perttu Hämäläinen Advisors Dr Max D. Kaos, Dr Raine Kajastila Date 27.05.2019 Number of pages 43 Language English Abstract Lack of motivation for physical activity is a significant public health concern. Ex- ergames or games that require physical exertion can be designed to help alleviate this issue by providing an alternative exercise form that caters to psychological needs important for motivation. Granting people superhuman movement abilities through movement empowerment has been shown to support feeling of competence, an important human need and an essential intrinsic motivation factor posited by self-determination theory. This thesis introduces three mixed-reality trampoline games for the ValoJump trampoline game platform. The games empower movement in both the real world and the game world; a real trampoline exaggerates movement in the real world while the games artificially further exaggerate the movement in the game world. Two of the games were designed and implemented through an iterative process at Valo Motion Oy and one of the games is based on earlier research in Aalto University. This thesis describes the problems we faced when designing the games, how we overcame them and how we created designs that work in the context of commercial indoor activity parks. -
Pervasive Gameflow Identifying and Exploring the Mechanisms of Player Enjoyment in Pervasive Games
Pervasive GameFlow Identifying and Exploring the Mechanisms of Player Enjoyment in Pervasive Games Kalle Jegers PhD Thesis May 2009 Department of Informatics Umeå University Sweden 1 Department of Informatics Umeå University SE-90187 Umeå, Sweden [email protected] Copyright © 2009 Kalle Jegers Except: Paper 1© IEEE Computer Society Press, 2006 Paper 2 © IEEE Computer Society Press, 2008 Paper 3 © ACM Inc, 2007 Paper 4 © Shaker Verlag Paper 5 © ACM Inc, 2009 ISBN: 978-91-7264-771-8 ISSN: 1401-4572, RR-09.01 Cover Artwork: Johan Bodén|Creative Camp Tryck/Printed by: Print & Media, Umeå University Umeå, Sweden 2009 2 Acknowledgements Thank you Charlotte Wiberg for you advise and endless support on all levels, and for introducing me to the great world of HCI research- I hope we still have plenty of fun projects ahead of us! Thank you main advisor Mikael Wiberg and former main advisor Victor Kaptelinin for your support, advise and for sharing your wisdom, Thank you John Waterworth, Anna Croon Fors, Karin Danielsson, Daniel Fällman and Henrik Wimelius for your time and valuable feedback during and after the pre seminar, Thank you Johan Waterworth for the excellent proof reading that really helped me improve the manuscript, Thank you Johan Bodén for the excellent cover art work, Thanks to It’s Alive!, Resolution Interactive (Matti Larsson), Simon Vincent and Daniel Gjörwell for the fruitful collaborations in our projects, A very special Thank you to my wife Johanna and my kids Emma and Gustav- for your love, support and patience; you are my reason. 3 4 Preface This thesis is a collection of five papers, complemented by a cover paper. -
Creating a PDF Document Using Pdflatex
Distributed Technology-Sustained Pervasive Applications (v2.6) – Kim J.L. Nevelsteen arXiv:1604.02892v1 [cs.CY] 11 Apr 2016 Distributed Technology-Sustained Pervasive Applications (v2.6) Kim J.L. Nevelsteen Kim J.L. Nevelsteen, Stockholm University, 2015. ISBN 978-91-7649-277-2 ISSN 1101-8526 DSV Report Series No. 15-016 Printer: Holmbergs, Malmö 2015 Distributor: Department of Computer and Systems Sciences Cover image: rendition of [Lankoski et al. 2004, Figure 2], see pp. 32 Abstract Technology-sustained pervasive games, contrary to technology-supported pervasive games, can be understood as computer games interfacing with the physical world. Pervasive games are known to make use of ‘non-standard input devices’ and with the rise of the Internet of Things (IoT), pervasive applications can be expected to move beyond games. This dissertation is requirements- and development-focused Design Science research for distributed technology-sustained pervasive applications, incorporating knowledge from the domains of Distributed Computing, Mixed Reality, Context-Aware Computing, Geographical Information Systems and IoT. Computer video games have existed for decades, with a reusable game engine to drive them. If pervasive games can be understood as computer games interfacing with the physical world, can computer game engines be used to stage pervasive games? Considering the use of non-standard input devices in pervasive games and the rise of IoT, how will this affect the architectures supporting the broader set of pervasive applications? The use of a game engine can be found in some existing pervasive game projects, but general research into how the domain of pervasive games overlaps with that of video games is lacking. -
Does Augmented Reality Affect Sociability, Entertainment
applied sciences Article Does Augmented Reality Affect Sociability, Entertainment, and Learning? A Field Experiment Nina Savela 1,* , Atte Oksanen 1 , Markus Kaakinen 2, Marius Noreikis 3 and Yu Xiao 3 1 Faculty of Social Sciences, Tampere University, 33100 Tampere, Finland; atte.oksanen@tuni.fi 2 Institute of Criminology and Legal Policy, University of Helsinki, 00100 Helsinki, Finland; markus.kaakinen@helsinki.fi 3 Department of Communications and Networking, Aalto University, 02150 Espoo, Finland; [email protected] (M.N.); yu.xiao@aalto.fi (Y.X.) * Correspondence: nina.savela@tuni.fi Received: 14 January 2020; Accepted: 15 February 2020; Published: 19 February 2020 Abstract: Augmented reality (AR) applications have recently emerged for entertainment and educational purposes and have been proposed to have positive effects on social interaction. In this study, we investigated the impact of a mobile, indoor AR feature on sociability, entertainment, and learning. We conducted a field experiment using a quiz game in a Finnish science center exhibition. We divided participants (N = 372) into an experimental group (AR app users) and two control groups (non-AR app users; pen-and-paper participants), including 28 AR users of follow-up interviews. We used Kruskal–Wallis rank test to compare the experimental groups and the content analysis method to explore AR users’ experiences. Although interviewed AR participants recognized the entertainment value and learning opportunities for AR, we did not detect an increase in perceived sociability, social behavior, positive affect, or learning performance when comparing the experimental groups. Instead, AR interviewees experienced a strong conflict between the two different realities. Despite the engaging novelty value of new technology, performance and other improvements do not automatically emerge. -
Pokémon GO: a Pervasive Game and Learning Community
Pokémon GO: A Pervasive Game and Learning Community Gunver Majgaard1 and Lasse Juel Larsen2 1Mærsk Mc-Kinney Møller Institute, Embodied System for Robotics and Learning, University of Southern Denmark 2Department for the Study of Culture, University of Southern Denmark [email protected] [email protected] Abstract; The present article argues that the mobile augmented reality game Pokémon GO demonstrates what we have chosen to coin a pervasive learning community. Normally, communities are centred on a specific game, associated real-world events, and online communities, but Pokémon is different since the digital game world runs parallel with game activities in physical reality. This mobile and pervasive structure changes communities from previous binary modes of being either in or out of community to a heterogeneous possibility space of being engaged in all kinds of places all the time while interacting with friends, acquaintances, and strangers thereby reshaping and expanding learning formations of communities. This study is built upon field observations, interviews, and online questionnaires of Pokémon GO players. We wanted to find out who played Pokémon GO, when they played, where they played, and with whom they played, for how long how learning took place, and how the Pokémon Go communities were shaped. In the course of our investigation we found that Pokémon GO makes players physically active while moving around discovering, interacting, and learning new aspects of the game while finding novel places in the cityscape. We found that players engage the game and each other both online (as expected) and in real life in new places at all hours of the day thereby placing players in a new form of gaming scenario and learning environment, which we have chosen to call a pervasive learning community. -
Investigation of the Stroop Effect in a Virtual Reality Environment
Tallinn University of Technology School of Information Technologies Younus Ali 177356IASM Investigation of the Stroop Effect in a Virtual Reality Environment Master’s Thesis Aleksei Tepljakov Ph.D. Research Scientist TALLINN 2020 Declaration of Originality Declaration: I hereby declare that this thesis, my original investigation and achieve- ment, submitted for the Master’s degree at Tallinn University of Technology, has not been submitted for any degree or examination. Younus Ali Date: January 7, 2020 Signature: ......................................... Abstract Human cognitive behavior is an exciting subject to study. In this work, the Stroop effect is investigated. The classical Stroop effect arises as a consequence of cognitive interference due to mismatch of the written color name and the actual text color. The purpose of this study is to investigate the Stroop effect and Reverse Stroop in the virtual reality environment by considering response, error, and subjective selection. An interactive application using virtual reality technology with Unreal Engine implemented using instruction-based Stroop and reversed Stroop tasks. In the designed test, participants need to throw a cube-shaped object into three specific zones according to instructions. The instructions depend on the color ( represents Stroop Test ) or the meaning of the words (represents reversed Stroop test). The instructions using either congruent or incongruent (“blue” displayed in red or green) color stimuli. Participants took more time to respond to the Stroop test than -
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Fuzzy Online Reputation Analysis Framework Edy Portmann Information Systems Research Group, University of Fribourg, Switzerland Tam Nguyen Mixed Reality Lab, National University of Singapore, Singapore Jose Sepulveda Mixed Reality Lab, National University of Singapore, Singapore Adrian David Cheok Mixed Reality Lab, National University of Singapore, Singapore ABSTRACT The fuzzy online reputation analysis framework, or ―foRa‖ (plural of forum, the Latin word for market- place) framework, is a method for searching the Social Web to find meaningful information about reputa- tion. Based on an automatic, fuzzy-built ontology, this framework queries the social marketplaces of the Web for reputation, combines the retrieved results, and generates navigable Topic Maps. Using these in- teractive maps, communications operatives can zero in on precisely what they are looking for and discov- er unforeseen relationships between topics and tags. Thus, using this framework, it is possible to scan the Social Web for a name, product, brand, or combination thereof and determine query-related topic classes with related terms and thus identify hidden sources. This chapter also briefly describes the youReputation prototype (www.youreputation.org), a free web-based application for reputation analysis. In the course of this, a small example will explain the benefits of the prototype. INTRODUCTION The Social Web consists of software that provides online prosumers (combination of producer and con- sumer) with a free and easy means of interacting or collaborating with each other. Consequently, it is not surprising that the number of people who read Weblogs (or short blogs) at least once a month has grown rapidly in the past few years and is likely to increase further in the foreseeable future.